//varying	vec3 vNormal;

#ifdef	SHADOW
uniform mat4 shadowMatrix;
varying vec4 vShadowCoord;
#endif

void main()
{

	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

#ifdef	SHADOW
	vShadowCoord = shadowMatrix * gl_Vertex;
#endif

	gl_FrontColor = gl_Color;

	//vNormal = (gl_ModelViewMatrixInverseTranspose * vec4(gl_Normal, 0.0)).xyz;
	//vNormal = normalize( vNormal );

	gl_TexCoord[0] = gl_MultiTexCoord0;
}